Project Nemesis is a fan driven website for games that use the One-Roll Engine (like Nemesis, Wild Talents, Reign and Monsters) or Chaosium's Basic Roleplay System (BRP) (like Call of Cthulhu) and the Delta Green setting.
You have a psychic link with another creature- a real physical being
with its own life independent of your power. You might lose your link
if your power fails, but your Familiar remains existent, however unlike
a Sidekick, if your Familiar is slain, it is truly dead.
You build your familiar as a second character. It begins with 1 die in all stats, and you can distribute dice equal to your pool in the Familiar power when you first acquire it. Your Familiar has en equal number of skill dice as well. It also has its own damage template which you can customize according to the guidelines in the Customizable hit Locations intrinsic.
Your dice pool in Familiar determines the strength and range of the psychic bond you share. Within range, you can sense your Familiar's general mood and condition, and it can sense yours. With a successful roll of the Familiar dice pool, you can find your familiar if within range (and likewise, it can find you). For a telepathic full-sensory bond, use the High-Def extra. If an injury to one of you hurts the other, use the Feedback flaw. Other powers and stats can be Attached to your familiar, granting it additional abilities.
Cost with all qualities: 5/10/20
Familiar with Attacks: your familiar is combat-worthy and can perform normal attack actions in combat. Without Attacks, your familiar is too timid to take aggressive action.
Familiar with Defends: your familiar is wary and can defend itself normally in combat. Without Defends, it is oblivious and can take no defensive action (to protect itself, or you)
Familiar with Useful: your familiar can take meaningful actions outside of combat. Without Useful, your familiar is too clumsy or disinterested to be useful in anything but a combat situation.
Familiar with Robust: your familiar doesn't spook easily. When forced to make a COOL+Stability roll, you and your familiar both make the roll using your own dice pools, and you use the best result.
Extras for Familiar
*High-Def +1/2/4: The empathic link is fully telepathic and allows the exchange of complex concepts and sensory information.
Combat Cooperation: +1/2/4: In combat when operating in cooperation with your Familiar (and within range of the empathic bond) you use the better of your two Sense stats for the purposes of action declaration, and the better of your two Widths for the purpose of action order resolution.
*Sympathetic Healing +2/6/12: If within range, you and your familiar can swap up to the Width of a familiar power roll in Shock and Killing damage, healing one to the detriment of the other. The damage manifests on the location indicated by the Height of the power roll.
Flaws for Familiar
*Bad Dog -1/2/4: Exactly like the flaw for Sidekick.
*Feedback -2/4/8: When one of you is badly injured, the other feels the pain and shock. Any Killing damage inflicted to one or the other of you causes a like amount of Shock damage to the torso of the other. For example, if you suffer 4 Killing damage to your arm, your familiar will suffer 4 Shock to its torso.